Hi,
I have some suggestions for xqf which might be good and probably not so
difficult to add.
Since my favourite folder is always very fullI and difficult to find
what iam looking for - I would like to create more than the default
favourite folders.
The advantage from gamers view would be to sort different kind of
servers into different folders quickly - without defining new filters.
But the main advatage is IMO for the server admin who could for example
add all his own servers to one separate folder - to be quickly able to
check weather all his servers are reachable and how many players are on
etc.
Maybe this could also be solved in easiest way if you just add a filter
which can filter for "ip1 or ip2 etc". But additionary you would need
to allow a filter which can also show 999 servers.
Hope its worth to think about something like that!
I you really think about it - I got another little idea.
IMO would be nice thing to realize the filter defining as a folders (or
even subfolders) within the master server list on left site.
So you could define yourself a hierarchic structure to get the servers
you want by one click.
For example like this
Favourites: - RTCW bani servers
|- servers with IP x.x.x.x or y.y.y.y
|- CoD 1.1
ET-master: |-etpro --XPSave on
- XPSave off
|-etpub
....
cu,
Rudi

Tomasz Kalkosinski wrote:
> >> 1. QStat has flag '-carets'. If not included - QStat cuts out
>
> > Needs to be fixed in qstat as well.
>
> It can be done as well. I think the question is - who should take
> care of dashes? Server queryer or server browser/scorebots?
Ideally XQF would store names unquoted and display whatever is
appropriate. In practice it doesn't matter atm. qstat needs to be
able to display names properly in any case.
> > The patch you included for xqf is reversed. Use quilt or cvs diff to
> > create patches.
>
> I have cvs diff. I've made it 'diff -u originalfile.h newfile.h'.
> What should be my command line like?
cvs diff -u :-)
diff -u old new is correct (albeit long winded considering quilt),
you reversed it for the xqf diff though.
cu
Ludwig
--
(o_ Ludwig.Nussel@...
//\
V_/_ PGP Key ID: FF8135CE

>> Q3 and Q4 uses dash (^) sign [...]
>> In Q4 - there are other combinations [...]
> Thanks for the explanation, I was not aware of that.
You're welcome.
>> Another thing to note is that server names uses combinations with
>> dashes too - ^1Red ^9OSP ^4Server. It's because there are seen
>> colorful in in-game browser and All Seeying Eye supports them too.
>> It would be nice to unescape server names too.
>
> XQF does that already.
Yes. It does now. Because now there is no '-carets' flag. So dashes (on=
ly simple ^5 ...) are cutted out by QStat. When you include '-carets' I=
can see dashes and numbers on server list - they are not cutted out. I=
t has to be considered.
>> players' names colorised.
>
> It can be done with GTK2 although I suppose the serverlist could
> become rather slow. Anyways, you'd need to port the gtkclist based
> interface to gtktreeview first which is a lot of unpleasant work.
I don't know GTK2 interface so I can not do it. That was just a suggest=
ion. We can leave it undone.
>> 1. QStat has flag '-carets'. If not included - QStat cuts out
> Needs to be fixed in qstat as well.
It can be done as well. I think the question is - who should take care =
of dashes? Server queryer or server browser/scorebots?
> The patch you included for xqf is reversed. Use quilt or cvs diff to
> create patches.
I have cvs diff. I've made it 'diff -u originalfile.h newfile.h'. What =
should be my command line like?
Greetings,
Tomasz Kalkosi=F1ski

Tomasz Kalkosinski wrote:
> > The only problem I see is the limit on the amount of information that quake
> > returns to a serverinfo query, it often isnt near big enough to return a
> > large chunk of player's names once they add in all of the color codes, etc.
>
> That's the QStat problem. Maybe if name is too long QStat cuts it
> out. In our concern there is only prasing what we get. AFAIK there
> is maximum number of player's name characters (32?), maybe it's
> increased in E+ mod, I don't know. If Qstat supports it - XQF (and
> patch) will support it too.
It's not a qstat problem. The Q3 query protocol is to primitive. It
can only reply with one UDP packet. If the data doesn't fit into one
packet you lose.
cu
Ludwig
--
(o_ Ludwig.Nussel@...
//\
V_/_ PGP Key ID: FF8135CE

Tomasz Kalkosinski wrote:
> Q3 and Q4 uses dash (^) sign and upcoming characters to acquire
> colors and special effects, e.g. ^1 is red. XQF displays names
> without simple combinations - ^4, ^2 etc. But in most-widely used
> OSP (and other mods derived from it I guess) you can set some
> speical effects with ^B, ^N and RGB color with ^XRRGGBB. It is
> handled wrong with XQF. I wrote a patch (see below) that escapes
> these characters well.
>
> In Q4 - there are other combinations. There are simple ^3, ^7 etc.
> but there are also two others to cut out. ^cRGB is a custom color
> and ^ixxx generates an icon 'xxx' (e.g. ^iw05 is an icon for
> weapon 5 - RL). Method q4_unescape cuts them out. Patch also
> unescapes clan names (but still with q3_unescape method since
> there is no special method for parsing Q4 player).
Thanks for the explanation, I was not aware of that.
> I guess there should be methods specialised for Q4 to use
> q4_unescape, or Q3 methods with added bool flag wheather is it Q3
> or Q4 name handling method. It's up to lead developers concern.
ack
> Another thing to note is that server names uses combinations with
> dashes too - ^1Red ^9OSP ^4Server. It's because there are seen
> colorful in in-game browser and All Seeying Eye supports them too.
> It would be nice to unescape server names too.
XQF does that already.
> Last thing is a question to developers - does GTK/GTK2 include
> methods or metadata to display colorful entries? Something like:
> ^1Red ^9OSP ^4Server can become <red>Red</red><orange>OSP</orange>
> <blue>Server</blue> and can be displayed with colors on list I
> see? If so - I can provide a patch for conversions so we can see
> players' names colorised.
It can be done with GTK2 although I suppose the serverlist could
become rather slow. Anyways, you'd need to port the gtkclist based
interface to gtktreeview first which is a lot of unpleasant work.
> Ok here goes the patch and explanations.
>
> 1. QStat has flag '-carets'. If not included - QStat cuts out
> every '^.' characters from Q3/Q4 players. It's wrong, since it
> cannot cut out ^xRRGGBB (Q3) nor ^cRGB (Q4) - it cuts out only ^x
> and ^c leaving numbers as 'artifacts' in names. We need to include
> '-carets' flag - so we can handle unescape by ourselves.
Needs to be fixed in qstat as well.
The patch you included for xqf is reversed. Use quilt or cvs diff to
create patches.
cu
Ludwig
--
(o_ Ludwig.Nussel@...
//\
V_/_ PGP Key ID: FF8135CE

On Sat, 21 Jan 2006 00:27:49 +0100, Jason Santos <jason.santos@...> wrote:
> Also in the Excessive Plus Q3 mod, there are other combinations in addition to
> ^xRRGGBB. For example, ^f and ^F for fading in/out, ^r and ^R for replacing
> text, and ^1^2 for layering a foreground color on top of a background color.
> Details of their system is at http://www.excessiveplus.net/names.html There
> are also the extended alphabets to take into consideration, not to mention
> the graphic drawing characters.
Your link is wrong. Try http://www.excessiveplus.net/docs/names.html . Actually my patch cuts out ^[0-9A-Wa-w] and ^[Xx][0-9A-Za-z]{6}. So ^F, ^f, ^R, ^r, ^1^2 will be cutted out as well. So it works for Excessiwe Plus mod too. CPMA also uses ^[0-9A-Wa-w] as colors. It works for CPMA as well. RA3 uses only basic colors ^[0-9]. Note that even if Q3 (or Q3 with mod) doesn't use special colors, I mean e.g. ^h in baseq3 - ^h is still not seen. So this patch works well for all Q3 gametypes and mods. (Remember to use -carets option to see it properly!).
> You can look on the Excessive Plus server spider (e.g.,
> http://www.excessiveplus.net/query/217.160.179.38:27961 ) and you will see
> that they already have a utility to colorize the names properly. I've
> already asked the E+ developers for that code, and have not been successful
> in getting it.
It's not in our interest. We only care of QStat's query and parsing it.
> The only problem I see is the limit on the amount of information that quake
> returns to a serverinfo query, it often isnt near big enough to return a
> large chunk of player's names once they add in all of the color codes, etc.
That's the QStat problem. Maybe if name is too long QStat cuts it out. In our concern there is only prasing what we get. AFAIK there is maximum number of player's name characters (32?), maybe it's increased in E+ mod, I don't know. If Qstat supports it - XQF (and patch) will support it too.
Greetings,
Tomasz Kalkosinski aka SpOOnman

On Friday 20 January 2006 15:58, Tomasz Kalkosinski wrote:
> Hello
>
> First of all I'd like to say 'hi' to developers list. As I'm a fan of XQF
> and use it daily I've decided to do some contribution. My concern is Q3 and
> Q4 names unescaping. It's not done well in XQF so I decided to manage it by
> myself.
>
> Q3 and Q4 uses dash (^) sign and upcoming characters to acquire colors and
> special effects, e.g. ^1 is red. XQF displays names without simple
> combinations - ^4, ^2 etc. But in most-widely used OSP (and other mods
> derived from it I guess) you can set some speical effects with ^B, ^N and
> RGB color with ^XRRGGBB. It is handled wrong with XQF. I wrote a patch (see
> below) that escapes these characters well.
>
Also in the Excessive Plus Q3 mod, there are other combinations in addition to
^xRRGGBB. For example, ^f and ^F for fading in/out, ^r and ^R for replacing
text, and ^1^2 for layering a foreground color on top of a background color.
Details of their system is at http://www.excessiveplus.net/names.html There
are also the extended alphabets to take into consideration, not to mention
the graphic drawing characters.
You can look on the Excessive Plus server spider (e.g.,
http://www.excessiveplus.net/query/217.160.179.38:27961 ) and you will see
that they already have a utility to colorize the names properly. I've
already asked the E+ developers for that code, and have not been successful
in getting it.
The only problem I see is the limit on the amount of information that quake
returns to a serverinfo query, it often isnt near big enough to return a
large chunk of player's names once they add in all of the color codes, etc.
--
Jason Santos
http://www.megaslow.net